its all in your head…think of Q as beeing better then chun…and there you go hes better then chun
Fucking yes!!! Turns Akuma into 3S Magneto!!!
Fuck’n triangle jump-like dive kick is Pringles son.
Not really…
Chun is really hard to play without meter.
Once she gets meter, things change around.
I don’t think Capcom expected players to figure out ways to base their entire gameplay on building that meter, playing defensively, and generally turtling in a game where you’re rewarded for playing aggressively.
I mean, Denjin Ryu is hard to play without the threat of his SA but you don’t see those guys turtling, poking away to build meter, and then going on the offensive after they get it.
Chun is not hard to play without meter… that’s one of the things people complain about.
Let me rephrase what I said.
Chun doesn’t have very many damaging options without meter.
Essentially, all she has are her pokes and karathrows.
Granted, those pokes and throws are great, but it doesn’t change the fact that meter building is still the main basis of Chun play in the US.
All I’m saying is that I don’t think Capcom expected players to figure out ways to base their entire gameplay on building that meter, playing defensively, and generally turtling in a game where you’re rewarded for playing aggressively.
God I love it when people pick out ONE line in a statement that they disagree with and ignore the rest.
/Disagree
/Disagree
Prefer it this way?
Edit – Alright I saw your later post (The one above this) which I guess makes more sense. I think people tend to exaggerate Chuns turtling though. I mean, she’s a great character and is generally a very safe character, and yes this can be rather annoying playing against. Doesn’t however mean she has to turtle to win.
“All she has” without meter is still a lot better, faster and safer than what most of the rest of the cast has. She’s just even better with SA2 ready.
Yes, exactly.
Wait, what are you arguing? That Chun is hard to play without meter, or that she’s played around building meter on the US? Because the latter being true doesn’t prove the former.
Considering whiffing normals builds meter in 3S, I think they just might have. They probably didn’t foresee Chun’s dominance, but due to other oversights. You should know that what makes Chun beastly is the priority/safety/range of her normals and how easy to hit-confirm her (surprisily damaging) SA2 is. But these tools are great whether you’re on offense or defense.
Your posts are messy and you don’t quite know what you’re trying to argue, so don’t go blaming people for not bothering to answer them on their entirety, okay?
Look at Elena. Look at Chun. Is it hard to figure out that Chun is better than Elena?
The problem is not just that Chun’s the best; it’s that her whole style doesn’t fit the aggressive “random” sort of playstyle of the game. So when 40% of people that play tournaments play a defensive character like her, it sort of ruins what the game should be like IMO. SF4 is about taking risks. With parry, everything is a risk. The way that Chun Li plays, she nullifies risk. So to make her overpowered from day 1 diminishes the whole feel that the game was trying to capture in the first place.
Considering whiffing normals builds meter in 3S, I think they just might have. They probably didn’t foresee Chun’s dominance, but due to other oversights. You should know that what makes Chun beastly is the priority/safety/range of her normals and how easy to hit-confirm her (surprisily damaging) SA2 is. But these tools are great whether you’re on offense or defense.
Don’t forget her throw range. I wouldn’t be suprised if it equaled or bettered Hugo’s jab 360. Meter is very easy to build in Street Fighter 3. Capcom easily figured out that Chun would poke and throw until she builds meter. It’s not that complicated. Play her game and the meter will come.
“I don’t think Capcom expected players to figure out ways to base their entire gameplay on building that meter, playing defensively, and generally turtling in a game where you’re rewarded for playing aggressively.”
I agree with your reasoning for the most part but that’s the main problem from my point of view. Chun Li is straight up designed to be played defensively. But the problem is that the game is an aggressive game. She might not be much better than Yun on paper but yun still has to play aggressively and take risks. Makoto, being as random and even more risky would be even a better choice for “best character” if we wanted to make it unbalanced. But making a defensive character that strong takes out a lot of the risk in SF3 for the person that plays chun and that screws up the whole dynamic of the game.
I don’t think that someone can logically say that Capcom didn’t know that Chun would be noticably better than a solid mid tier character like Elena when they designed her. If Capcom can make SF4 balanced ON THE FIRST TRY, there is no reason that they couldn’t have made SF3: third strike more balanced than it already is if they just thought about it. (Think about it–if they added “parry” to SF4 and nothing else, SF4 would become more balanced.) But again, to reiterate, it’s not just that SF3 is unbalanced but that they decided to make a defensive character so blatantly top tier when that doesn’t fit the game in the first place.
Holy jeebus! My thread is still alive. Let me clarify and add on some things:
I’ve read quite a bit on Chun. I agree with a lot of it. To balance her out is really just to take away (a lot of) her linking ability with the SA 2, take away some priority from her normals. Possibly delete the Kara-throw (this is a maybe). I think she would still be top tier, but at least she wouldn’t be so broken.
I don’t know about Yun. I’m on the fence at this point.
Here’s something controversial: I think Urien’s juggle ability should be nerfed. I say give him the ability to do two Tackles after launching the opponent, and nothing more. Give his Tyrant Slaughter some much needed priority.
Give Alex a powerbomb with higher priority. So many things can beat that, it’s sad, especially compared to Hugo.
Give the rarely-used supers some higher priority for all characters.
To clarify: I do still think Parries should be more lenient for Supers purely for netplay. I believe you’re given 1-2 frames in order to parry a super, where compared to a regular attack, you have maybe 10-15 frames. Now keep in mind input delay, and inevitable lag. Would you like to be playing an improved SF3 online and get your ass handed by a Ryu with SA3 because you can’t parry online? I don’t think anyone wants that.
no one wants game mechanics based upon online play.
This.
If you can’t parry denjin and you’re 100% sure it’s due to lag/delay/alquaida and not yourself or other player timing it well, then quit and play someone else…
It’s not that complicated…
Those weaker supers don’t need more priority, they’re already invincible until the first hitting frame, what they need is more setups, and not having to compete with ridiculous 3-bar supers.
You can parry denjin fairly comfortably online, atleast on ggpo.
But yes, basing gameplay on netplay limitations is a bad idea, instead devs should be improving netplay and trying to bring it as close to the offline experience as possible like with ggpo.
I understand, but keep in mind that this is Capcom we’re talking about. A company that refuses to use a superior netcode for no particular reason. If they were using GGPO on SF3 Remix, I would be fine with the parry system as is. But I don’t think that will ever happen.
genei jin having longer meter but the amount time to be depleted after activation will still remain the same .
Nerfing urien’s post-launch tackles makes no sense. The only way for him to get something like that is:
- for you to get hit by an anti-air fireball
- get hit by slow ass d+fierce
- do something incredibly unsafe [or something that just straight up gets parried] and get punished with d+fierce
How is that in need of change? Urien is fuckin big and slow, slow is underlined when you try to land tackle combos on someone. You take that away, and he’ll just end up dropping like 2-4 spots. If you’re careless enough to get hit by an AA fireball, you deserve dying from multiple tackles.
I play Q. I win against most characters. Sometimes someone’s got a gimmick or just too good, I switch to Ken and I’m set. I think this game is nicely balanced. Just needs a super nice quality resprite (do not let Udon near this) and GGPO netcode a la STHR and put it on PSN/XBL. Instant cash.
i was just curious about something and hoped some of you pros could comment.
if third strike had its playing area extended out to the sides for a widescreen view would it make a really big difference?
i get that combos and things would all change but try and imagine if it was widescreen from the start.
would having a larger horizontal area of movement make much difference?
isnt 3s a lot less ranged than other sf games?
i was just curious to see how some of you veterans take to the idea of street fighter games having an actual 16:9 playing area as opposed to 4:3 vertical minus.
It seems like it is to me. The sprites seem bigger and fights seem to take place in much closer quarters than did the SF2 & Alpha games, but it could be my eyes playing tricks. Still, it would make sense given the game emphasizes normals more.